DEMO HENÜZ BİTMEDİ!
Game Design Document: "Muhittin's Rage"
Team: HoneyJam | Event: Sandwich Jam Version: 1.5 (Final Jam Edition) Target Platform: PC (Windows/Web) Genre: Top-Down Shooter / Roguelite / Arcade Theme: Lose Control + Cosmic Space
1. Executive Summary
High Concept: "Muhittin's Rage" is a fast-paced roguelite shooter where you play as the ghost of an astronaut with severe anger management issues. Separated from your body on a hostile alien planet, you must fight through a psychological maze to reclaim your physical form.
Unique Selling Point (USP) - The "Lose Control" Mechanic: The player must balance their power. As Muhittin gets angry, he becomes significantly stronger but eventually enters a "Berserk Mode", where the player loses input control, and the character moves and shoots erratically.
2. Gameplay Mechanics
2.1 Core Loop
- Explore & Fight: Navigate the maze-like map using WASD and aim with the mouse.
- Build Rage: Killing enemies and taking damage fills the "Rage Bar."
- Lose Control: When the bar is full, "Berserk Mode" activates.
- Survive or Die: Survive the chaos or die trying.
- Upgrade: Collect "Souls" from fallen enemies to buy permanent upgrades in the Main Menu (Global Progression).
2.2 Combat System
- Weaponry (Telekinetic Gun): Since Muhittin is a ghost, he cannot physically hold a gun. Instead, he uses telekinesis to float the weapon beside him.
- Behavior: Auto-fire or Manual (Shotgun-spread laser pattern).
- Enemy AI: Enemies utilize 2D NavMesh pathfinding. They do not get stuck on walls and will relentlessly pursue the player through the maze.
2.3 The Rage System (Theme Integration)
The central mechanic revolving around the "Lose Control" theme.
- Trigger: The Rage Bar fills dynamically based on combat intensity.
- Buffs (While Enraged): Drastically increased Attack Speed, Movement Speed, and Lifesteal.
- Debuffs (The Twist):
- Input Override: The player's movement input is ignored. The character moves in random vectors ().
- Visual Feedback: Camera zoom-in, screen shake, and a red vignette overlay (Global Volume).
- Recovery: Surviving the duration depletes the bar, returning control to the player.
3. Progression & Economy
3.1 Currency
- Souls: Dropped by enemies. Used for permanent upgrades.
3.2 Global Upgrade System (Persistence)
The game features a Persistent Save System using a Singleton GlobalUpgradeManager. Progression is not lost upon death.
- Shop UI: Players can spend Souls in the Main Menu to upgrade stats.
- Stat Upgrades:
- Attack Damage: Increases laser power.
- Health (HP): Increases max survivability.
- Movement Speed: Increases base velocity.
- Attack Speed: Reduces cooldown between shots.
3.3 The Modifier Architecture (Technical)
Instead of simple integer additions, the game uses a robust Stat Modifier System (ScriptableObjects).
- Upgrades act as "Decorator" packages.
- Example: A "Heavy Armor" upgrade might add a Flat bonus to Health while applying a Percent penalty to Speed.
4. Narrative & World
4.1 Story
- Protagonist: Muhittin, an astronaut diagnosed with "Intermittent Explosive Disorder."
- Inciting Incident: A catastrophic crash separates his soul from his body.
- The Goal: Find the Body, not the ship. The ship is just metal; the body represents "Control."
4.2 Setting
- Planet "Unknown": The environment is a mix of cosmic horror and arcade vibrancy. The maze-like structure is a physical projection of Muhittin's chaotic mind.
5. Technical Scope & Architecture
5.1 Tools
- Engine: Unity 2022 LTS.
- Language: C#.
- Version Control: Git / GitHub.
5.2 Key Systems
- NavMeshPlus: Utilized for accurate 2D pathfinding on Tilemaps (Grid-based environment).
- Singleton Pattern: Used for GameManager, SoundManager, and GlobalUpgradeManager to ensure data persistence across scenes.
- ScriptableObject Database: Used for defining Enemy Stats, Player Upgrades, and Game Configurations to adhere to the "Don't Repeat Yourself" (DRY) principle.
6. Art & Audio Style
- Visuals: 2D Pixel Art with dynamic lighting effects (URP 2D Lights).
- UI: Minimalist, readable interface with clear feedback for the "Rage" state.
- Audio: Retro-style SFX (Lasers, Explosions) combined with an ambient sci-fi soundtrack that accelerates during Rage Mode.